713 lines
20 KiB
C++
713 lines
20 KiB
C++
|
// leave this line at the top for all g_xxxx.cpp files...
|
||
|
#include "g_headers.h"
|
||
|
|
||
|
|
||
|
#include "b_local.h"
|
||
|
#include "g_nav.h"
|
||
|
#include "g_navigator.h"
|
||
|
|
||
|
//Global navigator
|
||
|
extern CNavigator navigator;
|
||
|
extern cvar_t *d_altRoutes;
|
||
|
|
||
|
qboolean NAV_CheckAhead( gentity_t *self, vec3_t end, trace_t &trace, int clipmask );
|
||
|
qboolean NAV_TestForBlocked( gentity_t *self, gentity_t *goal, gentity_t *blocker, float distance, int &flags );
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
NPC_UnBlocked
|
||
|
-------------------------
|
||
|
*/
|
||
|
void NPC_ClearBlocked( gentity_t *self )
|
||
|
{
|
||
|
if ( self->NPC == NULL )
|
||
|
return;
|
||
|
|
||
|
//self->NPC->aiFlags &= ~NPCAI_BLOCKED;
|
||
|
self->NPC->blockingEntNum = ENTITYNUM_NONE;
|
||
|
}
|
||
|
|
||
|
void NPC_SetBlocked( gentity_t *self, gentity_t *blocker )
|
||
|
{
|
||
|
if ( self->NPC == NULL )
|
||
|
return;
|
||
|
|
||
|
//self->NPC->aiFlags |= NPCAI_BLOCKED;
|
||
|
self->NPC->blockedSpeechDebounceTime = level.time + MIN_BLOCKED_SPEECH_TIME + ( random() * 4000 );
|
||
|
self->NPC->blockingEntNum = blocker->s.number;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
NAVNEW_ClearPathBetweenPoints
|
||
|
-------------------------
|
||
|
*/
|
||
|
int NAVNEW_ClearPathBetweenPoints(vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, int ignore, int clipmask)
|
||
|
{
|
||
|
trace_t trace;
|
||
|
|
||
|
//Test if they're even conceivably close to one another
|
||
|
if ( !gi.inPVSIgnorePortals( start, end ) )
|
||
|
{
|
||
|
return ENTITYNUM_WORLD;
|
||
|
}
|
||
|
|
||
|
gi.trace( &trace, start, mins, maxs, end, ignore, clipmask );
|
||
|
|
||
|
//if( ( ( trace.startsolid == false ) && ( trace.allsolid == false ) ) && ( trace.fraction < 1.0f ) )
|
||
|
//{//FIXME: check for drops?
|
||
|
//FIXME: if startsolid or allsolid, then the path isn't clear... but returning ENTITYNUM_NONE indicates to CheckFailedEdge that is is clear...?
|
||
|
return trace.entityNum;
|
||
|
//}
|
||
|
|
||
|
//return ENTITYNUM_NONE;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
NAVNEW_PushBlocker
|
||
|
-------------------------
|
||
|
*/
|
||
|
void NAVNEW_PushBlocker( gentity_t *self, gentity_t *blocker, vec3_t right, qboolean setBlockedInfo )
|
||
|
{//try pushing blocker to one side
|
||
|
if ( self->NPC->shoveCount > 30 )
|
||
|
{//don't push for more than 3 seconds;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !VectorCompare( blocker->s.pushVec, vec3_origin ) )
|
||
|
{//someone else is pushing him, wait until they give up?
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
trace_t tr;
|
||
|
vec3_t mins, end;
|
||
|
float rightSucc, leftSucc, moveamt;
|
||
|
|
||
|
VectorCopy( blocker->mins, mins );
|
||
|
mins[2] += STEPSIZE;
|
||
|
|
||
|
moveamt = (self->maxs[1] + blocker->maxs[1]) * 1.2;//yes, magic number
|
||
|
|
||
|
VectorMA( blocker->currentOrigin, -moveamt, right, end );
|
||
|
gi.trace( &tr, blocker->currentOrigin, mins, blocker->maxs, end, blocker->s.number, blocker->clipmask|CONTENTS_BOTCLIP);
|
||
|
if ( !tr.startsolid && !tr.allsolid )
|
||
|
{
|
||
|
leftSucc = tr.fraction;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
leftSucc = 0.0f;
|
||
|
}
|
||
|
|
||
|
if ( leftSucc >= 1.0f )
|
||
|
{//it's clear, shove him that way
|
||
|
VectorScale( right, -moveamt, blocker->s.pushVec );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
VectorMA( blocker->currentOrigin, moveamt, right, end );
|
||
|
gi.trace( &tr, blocker->currentOrigin, mins, blocker->maxs, end, blocker->s.number, blocker->clipmask|CONTENTS_BOTCLIP );
|
||
|
if ( !tr.startsolid && !tr.allsolid )
|
||
|
{
|
||
|
rightSucc = tr.fraction;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
rightSucc = 0.0f;
|
||
|
}
|
||
|
|
||
|
if ( leftSucc == 0.0f && rightSucc == 0.0f )
|
||
|
{//both sides failed
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( rightSucc >= 1.0f )
|
||
|
{//it's clear, shove him that way
|
||
|
VectorScale( right, moveamt, blocker->s.pushVec );
|
||
|
}
|
||
|
//if neither are enough, we probably can't get around him, but keep trying
|
||
|
else if ( leftSucc >= rightSucc )
|
||
|
{//favor the left, all things being equal
|
||
|
VectorScale( right, -moveamt, blocker->s.pushVec );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
VectorScale( right, moveamt, blocker->s.pushVec );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( setBlockedInfo )
|
||
|
{
|
||
|
//we tried pushing
|
||
|
self->NPC->shoveCount++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
NAVNEW_DanceWithBlocker
|
||
|
-------------------------
|
||
|
*/
|
||
|
qboolean NAVNEW_DanceWithBlocker( gentity_t *self, gentity_t *blocker, vec3_t movedir, vec3_t right )
|
||
|
{//sees if blocker has any lateral movement
|
||
|
if ( blocker->client && !VectorCompare( blocker->client->ps.velocity, vec3_origin ) )
|
||
|
{
|
||
|
vec3_t blocker_movedir;
|
||
|
|
||
|
VectorCopy( blocker->client->ps.velocity, blocker_movedir );
|
||
|
blocker_movedir[2] = 0;//cancel any vertical motion
|
||
|
float dot = DotProduct( blocker_movedir, right );
|
||
|
if ( dot > 50.0f )
|
||
|
{//he's moving to the right of me at a relatively good speed
|
||
|
//go to my left
|
||
|
VectorMA( movedir, -1, right, movedir );
|
||
|
VectorNormalize( movedir );
|
||
|
return qtrue;
|
||
|
}
|
||
|
else if ( dot > -50.0f )
|
||
|
{//he's moving to the left of me at a relatively good speed
|
||
|
//go to my right
|
||
|
VectorAdd( right, movedir, movedir );
|
||
|
VectorNormalize( movedir );
|
||
|
return qtrue;
|
||
|
}
|
||
|
/*
|
||
|
vec3_t block_pos;
|
||
|
trace_t tr;
|
||
|
VectorScale( blocker_movedir, -1, blocker_movedir );
|
||
|
VectorMA( self->currentOrigin, blocked_dist, blocker_movedir, block_pos );
|
||
|
if ( NAVNEW_CheckAhead( self, block_pos, tr, ( self->clipmask & ~CONTENTS_BODY )|CONTENTS_BOTCLIP ) )
|
||
|
{
|
||
|
VectorCopy( blocker_movedir, movedir );
|
||
|
return qtrue;
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
NAVNEW_SidestepBlocker
|
||
|
-------------------------
|
||
|
*/
|
||
|
qboolean NAVNEW_SidestepBlocker( gentity_t *self, gentity_t *blocker, vec3_t blocked_dir, float blocked_dist, vec3_t movedir, vec3_t right )
|
||
|
{//trace to sides of blocker and see if either is clear
|
||
|
trace_t tr;
|
||
|
vec3_t avoidAngles;
|
||
|
vec3_t avoidRight_dir, avoidLeft_dir, block_pos, mins;
|
||
|
float rightSucc, leftSucc;
|
||
|
|
||
|
VectorCopy( self->mins, mins );
|
||
|
mins[2] += STEPSIZE;
|
||
|
|
||
|
//Get the blocked direction
|
||
|
float yaw = vectoyaw( blocked_dir );
|
||
|
|
||
|
//Get the avoid radius
|
||
|
float avoidRadius = sqrt( ( blocker->maxs[0] * blocker->maxs[0] ) + ( blocker->maxs[1] * blocker->maxs[1] ) ) +
|
||
|
sqrt( ( self->maxs[0] * self->maxs[0] ) + ( self->maxs[1] * self->maxs[1] ) );
|
||
|
|
||
|
//See if we're inside our avoidance radius
|
||
|
float arcAngle = ( blocked_dist <= avoidRadius ) ? 135 : ( ( avoidRadius / blocked_dist ) * 90 );
|
||
|
|
||
|
/*
|
||
|
float dot = DotProduct( blocked_dir, right );
|
||
|
|
||
|
//Go right on the first try if that works better
|
||
|
if ( dot < 0.0f )
|
||
|
arcAngle *= -1;
|
||
|
*/
|
||
|
|
||
|
VectorClear( avoidAngles );
|
||
|
|
||
|
//need to stop it from ping-ponging, so we have a bit of a debounce time on which side you try
|
||
|
if ( self->NPC->sideStepHoldTime > level.time )
|
||
|
{
|
||
|
if ( self->NPC->lastSideStepSide == -1 )//left
|
||
|
{
|
||
|
arcAngle *= -1;
|
||
|
}//else right
|
||
|
avoidAngles[YAW] = AngleNormalize360( yaw + arcAngle );
|
||
|
AngleVectors( avoidAngles, movedir, NULL, NULL );
|
||
|
VectorMA( self->currentOrigin, blocked_dist, movedir, block_pos );
|
||
|
gi.trace( &tr, self->currentOrigin, mins, self->maxs, block_pos, self->s.number, self->clipmask|CONTENTS_BOTCLIP );
|
||
|
return (tr.fraction==1.0&&!tr.allsolid&&!tr.startsolid);
|
||
|
}
|
||
|
|
||
|
//test right
|
||
|
avoidAngles[YAW] = AngleNormalize360( yaw + arcAngle );
|
||
|
AngleVectors( avoidAngles, avoidRight_dir, NULL, NULL );
|
||
|
|
||
|
VectorMA( self->currentOrigin, blocked_dist, avoidRight_dir, block_pos );
|
||
|
|
||
|
gi.trace( &tr, self->currentOrigin, mins, self->maxs, block_pos, self->s.number, self->clipmask|CONTENTS_BOTCLIP );
|
||
|
|
||
|
if ( !tr.allsolid && !tr.startsolid )
|
||
|
{
|
||
|
if ( tr.fraction >= 1.0f )
|
||
|
{//all clear, go for it (favor the right if both are equal)
|
||
|
VectorCopy( avoidRight_dir, movedir );
|
||
|
self->NPC->lastSideStepSide = 1;
|
||
|
self->NPC->sideStepHoldTime = level.time + 2000;
|
||
|
return qtrue;
|
||
|
}
|
||
|
rightSucc = tr.fraction;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
rightSucc = 0.0f;
|
||
|
}
|
||
|
|
||
|
//now test left
|
||
|
arcAngle *= -1;
|
||
|
|
||
|
avoidAngles[YAW] = AngleNormalize360( yaw + arcAngle );
|
||
|
AngleVectors( avoidAngles, avoidLeft_dir, NULL, NULL );
|
||
|
|
||
|
VectorMA( self->currentOrigin, blocked_dist, avoidLeft_dir, block_pos );
|
||
|
|
||
|
gi.trace( &tr, self->currentOrigin, mins, self->maxs, block_pos, self->s.number, self->clipmask|CONTENTS_BOTCLIP );
|
||
|
|
||
|
if ( !tr.allsolid && !tr.startsolid )
|
||
|
{
|
||
|
if ( tr.fraction >= 1.0f )
|
||
|
{//all clear, go for it (right side would have already succeeded if as good as this)
|
||
|
VectorCopy( avoidLeft_dir, movedir );
|
||
|
self->NPC->lastSideStepSide = -1;
|
||
|
self->NPC->sideStepHoldTime = level.time + 2000;
|
||
|
return qtrue;
|
||
|
}
|
||
|
leftSucc = tr.fraction;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
leftSucc = 0.0f;
|
||
|
}
|
||
|
|
||
|
if ( leftSucc == 0.0f && rightSucc == 0.0f )
|
||
|
{//both sides failed
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
if ( rightSucc*blocked_dist >= avoidRadius || leftSucc*blocked_dist >= avoidRadius )
|
||
|
{//the traces hit something, but got a relatively good distance
|
||
|
if ( rightSucc >= leftSucc )
|
||
|
{//favor the right, all things being equal
|
||
|
VectorCopy( avoidRight_dir, movedir );
|
||
|
self->NPC->lastSideStepSide = 1;
|
||
|
self->NPC->sideStepHoldTime = level.time + 2000;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
VectorCopy( avoidLeft_dir, movedir );
|
||
|
self->NPC->lastSideStepSide = -1;
|
||
|
self->NPC->sideStepHoldTime = level.time + 2000;
|
||
|
}
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
//if neither are enough, we probably can't get around him
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
NAVNEW_Bypass
|
||
|
-------------------------
|
||
|
*/
|
||
|
qboolean NAVNEW_Bypass( gentity_t *self, gentity_t *blocker, vec3_t blocked_dir, float blocked_dist, vec3_t movedir, qboolean setBlockedInfo )
|
||
|
{
|
||
|
//Draw debug info if requested
|
||
|
if ( NAVDEBUG_showCollision )
|
||
|
{
|
||
|
CG_DrawEdge( self->currentOrigin, blocker->currentOrigin, EDGE_NORMAL );
|
||
|
}
|
||
|
|
||
|
vec3_t moveangles, right;
|
||
|
|
||
|
vectoangles( movedir, moveangles );
|
||
|
moveangles[2] = 0;
|
||
|
AngleVectors( moveangles, NULL, right, NULL );
|
||
|
|
||
|
//Check to see what dir the other guy is moving in (if any) and pick the opposite dir
|
||
|
if ( NAVNEW_DanceWithBlocker( self, blocker, movedir, right ) )
|
||
|
{
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
//Okay, so he's not moving to my side, see which side of him is most clear
|
||
|
if ( NAVNEW_SidestepBlocker( self, blocker, blocked_dir, blocked_dist, movedir, right ) )
|
||
|
{
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
//Neither side is clear, tell him to step aside
|
||
|
NAVNEW_PushBlocker( self, blocker, right, setBlockedInfo );
|
||
|
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
NAVNEW_CheckDoubleBlock
|
||
|
-------------------------
|
||
|
*/
|
||
|
qboolean NAVNEW_CheckDoubleBlock( gentity_t *self, gentity_t *blocker, vec3_t blocked_dir )
|
||
|
{
|
||
|
//Stop double waiting
|
||
|
if ( ( blocker->NPC ) && ( blocker->NPC->blockingEntNum == self->s.number ) )
|
||
|
return qtrue;
|
||
|
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
NAVNEW_ResolveEntityCollision
|
||
|
-------------------------
|
||
|
*/
|
||
|
extern void CalcTeamDoorCenter ( gentity_t *ent, vec3_t center );
|
||
|
qboolean NAVNEW_ResolveEntityCollision( gentity_t *self, gentity_t *blocker, vec3_t movedir, vec3_t pathDir, qboolean setBlockedInfo )
|
||
|
{
|
||
|
vec3_t blocked_dir;
|
||
|
|
||
|
//Doors are ignored
|
||
|
if ( Q_stricmp( blocker->classname, "func_door" ) == 0 )
|
||
|
{
|
||
|
vec3_t center;
|
||
|
CalcTeamDoorCenter ( blocker, center );
|
||
|
if ( DistanceSquared( self->currentOrigin, center ) > MIN_DOOR_BLOCK_DIST_SQR )
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
VectorSubtract( blocker->currentOrigin, self->currentOrigin, blocked_dir );
|
||
|
float blocked_dist = VectorNormalize( blocked_dir );
|
||
|
|
||
|
//Make sure an actual collision is going to happen
|
||
|
// if ( NAVNEW_PredictCollision( self, blocker, movedir, blocked_dir ) == qfalse )
|
||
|
// return qtrue;
|
||
|
|
||
|
//First, attempt to walk around the blocker or shove him out of the way
|
||
|
if ( NAVNEW_Bypass( self, blocker, blocked_dir, blocked_dist, movedir, setBlockedInfo ) )
|
||
|
return qtrue;
|
||
|
|
||
|
//Can't get around him... see if I'm blocking him too... if so, I need to just keep moving?
|
||
|
if ( NAVNEW_CheckDoubleBlock( self, blocker, blocked_dir ) )
|
||
|
return qtrue;
|
||
|
|
||
|
if ( setBlockedInfo )
|
||
|
{
|
||
|
//Complain about it if we can
|
||
|
NPC_SetBlocked( self, blocker );
|
||
|
}
|
||
|
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
NAVNEW_AvoidCollision
|
||
|
-------------------------
|
||
|
*/
|
||
|
qboolean NAVNEW_AvoidCollision( gentity_t *self, gentity_t *goal, navInfo_t &info, qboolean setBlockedInfo, int blockedMovesLimit )
|
||
|
{
|
||
|
vec3_t movedir;
|
||
|
vec3_t movepos;
|
||
|
|
||
|
//Cap our distance
|
||
|
if ( info.distance > MAX_COLL_AVOID_DIST )
|
||
|
{
|
||
|
info.distance = MAX_COLL_AVOID_DIST;
|
||
|
}
|
||
|
|
||
|
//Get an end position
|
||
|
VectorMA( self->currentOrigin, info.distance, info.direction, movepos );
|
||
|
VectorCopy( info.direction, movedir );
|
||
|
|
||
|
//Now test against entities
|
||
|
if ( NAV_CheckAhead( self, movepos, info.trace, CONTENTS_BODY ) == qfalse )
|
||
|
{
|
||
|
//Get the blocker
|
||
|
info.blocker = &g_entities[ info.trace.entityNum ];
|
||
|
info.flags |= NIF_COLLISION;
|
||
|
|
||
|
//Ok to hit our goal entity
|
||
|
if ( goal == info.blocker )
|
||
|
return qtrue;
|
||
|
|
||
|
if ( setBlockedInfo )
|
||
|
{
|
||
|
if ( self->NPC->consecutiveBlockedMoves > blockedMovesLimit )
|
||
|
{
|
||
|
NPC_SetBlocked( self, info.blocker );
|
||
|
return qfalse;
|
||
|
}
|
||
|
self->NPC->consecutiveBlockedMoves++;
|
||
|
}
|
||
|
//See if we're moving along with them
|
||
|
//if ( NAVNEW_TrueCollision( self, info.blocker, movedir, info.direction ) == qfalse )
|
||
|
// return qtrue;
|
||
|
|
||
|
//Test for blocking by standing on goal
|
||
|
if ( NAV_TestForBlocked( self, goal, info.blocker, info.distance, info.flags ) == qtrue )
|
||
|
return qfalse;
|
||
|
|
||
|
//If the above function said we're blocked, don't do the extra checks
|
||
|
/*
|
||
|
if ( info.flags & NIF_BLOCKED )
|
||
|
return qtrue;
|
||
|
*/
|
||
|
|
||
|
//See if we can get that entity to move out of our way
|
||
|
if ( NAVNEW_ResolveEntityCollision( self, info.blocker, movedir, info.pathDirection, setBlockedInfo ) == qfalse )
|
||
|
return qfalse;
|
||
|
|
||
|
VectorCopy( movedir, info.direction );
|
||
|
|
||
|
return qtrue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( setBlockedInfo )
|
||
|
{
|
||
|
self->NPC->consecutiveBlockedMoves = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Our path is clear, just move there
|
||
|
if ( NAVDEBUG_showCollision )
|
||
|
{
|
||
|
CG_DrawEdge( self->currentOrigin, movepos, EDGE_PATH );
|
||
|
}
|
||
|
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
NAVNEW_MoveToGoal
|
||
|
-------------------------
|
||
|
*/
|
||
|
int NAVNEW_MoveToGoal( gentity_t *self, navInfo_t &info )
|
||
|
{
|
||
|
int bestNode = WAYPOINT_NONE;
|
||
|
qboolean foundClearPath = qfalse;
|
||
|
vec3_t origin;
|
||
|
navInfo_t tempInfo;
|
||
|
qboolean setBlockedInfo = qtrue;
|
||
|
qboolean inBestWP;
|
||
|
int numTries = 0;
|
||
|
|
||
|
memcpy( &tempInfo, &info, sizeof( tempInfo ) );
|
||
|
|
||
|
//Must have a goal entity to move there
|
||
|
if( self->NPC->goalEntity == NULL )
|
||
|
return WAYPOINT_NONE;
|
||
|
|
||
|
if ( self->waypoint == WAYPOINT_NONE && self->noWaypointTime > level.time )
|
||
|
{//didn't have a valid one in about the past second, don't look again just yet
|
||
|
return WAYPOINT_NONE;
|
||
|
}
|
||
|
if ( self->NPC->goalEntity->waypoint == WAYPOINT_NONE && self->NPC->goalEntity->noWaypointTime > level.time )
|
||
|
{//didn't have a valid one in about the past second, don't look again just yet
|
||
|
return WAYPOINT_NONE;
|
||
|
}
|
||
|
if ( self->noWaypointTime > level.time &&
|
||
|
self->NPC->goalEntity->noWaypointTime > level.time )
|
||
|
{//just use current waypoints
|
||
|
bestNode = navigator.GetBestNodeAltRoute( self->waypoint, self->NPC->goalEntity->waypoint, bestNode );
|
||
|
}
|
||
|
//FIXME!!!!: this is making them wiggle back and forth between waypoints
|
||
|
else if ( (bestNode = navigator.GetBestPathBetweenEnts( self, self->NPC->goalEntity, NF_CLEAR_PATH )) == NODE_NONE )//!NAVNEW_GetWaypoints( self, qtrue ) )
|
||
|
{//one of us didn't have a valid waypoint!
|
||
|
if ( self->waypoint == NODE_NONE )
|
||
|
{//don't even try to find one again for a bit
|
||
|
self->noWaypointTime = level.time + Q_irand( 500, 1500 );
|
||
|
}
|
||
|
if ( self->NPC->goalEntity->waypoint == NODE_NONE )
|
||
|
{//don't even try to find one again for a bit
|
||
|
self->NPC->goalEntity->noWaypointTime = level.time + Q_irand( 500, 1500 );
|
||
|
}
|
||
|
return WAYPOINT_NONE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( self->NPC->goalEntity->noWaypointTime < level.time )
|
||
|
{
|
||
|
self->NPC->goalEntity->noWaypointTime = level.time + Q_irand( 500, 1500 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
while( !foundClearPath )
|
||
|
{
|
||
|
inBestWP = qfalse;
|
||
|
/*
|
||
|
bestNode = navigator.GetBestNodeAltRoute( self->waypoint, self->NPC->goalEntity->waypoint, bestNode );
|
||
|
*/
|
||
|
|
||
|
if ( bestNode == WAYPOINT_NONE )
|
||
|
{
|
||
|
goto failed;
|
||
|
}
|
||
|
|
||
|
//see if we can get directly to the next node off bestNode en route to goal's node...
|
||
|
//NOTE: shouldn't be necc. now
|
||
|
int oldBestNode = bestNode;
|
||
|
/*
|
||
|
navigator.GetNodePosition( bestNode, origin );
|
||
|
Com_Printf( "%d bestNode = %d, at %s\n", level.time, bestNode, vtos( origin ) );
|
||
|
*/
|
||
|
bestNode = NAV_TestBestNode( self->currentOrigin, self->waypoint, bestNode );//, self->NPC->goalEntity->waypoint );//
|
||
|
//NOTE: Guaranteed to return something
|
||
|
if ( bestNode != oldBestNode )
|
||
|
{//we were blocked somehow
|
||
|
if ( setBlockedInfo )
|
||
|
{
|
||
|
self->NPC->aiFlags |= NPCAI_BLOCKED;
|
||
|
navigator.GetNodePosition( oldBestNode, NPCInfo->blockedDest );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
navigator.GetNodePosition( bestNode, origin );
|
||
|
|
||
|
if ( bestNode == self->NPC->goalEntity->waypoint && bestNode == self->waypoint && NAV_HitNavGoal( self->currentOrigin, self->mins, self->maxs, origin, navigator.GetNodeRadius( bestNode ) ) )
|
||
|
{//we're in the wp we're heading for already
|
||
|
inBestWP = qtrue;
|
||
|
//we're in the goalEntity's waypoint already, so head for the goalEntity
|
||
|
//VectorCopy( self->NPC->goalEntity->currentOrigin, origin );
|
||
|
}
|
||
|
|
||
|
memcpy( &tempInfo, &info, sizeof( tempInfo ) );
|
||
|
VectorSubtract( origin, self->currentOrigin, tempInfo.direction );
|
||
|
VectorNormalize( tempInfo.direction );
|
||
|
|
||
|
//NOTE: One very important thing NAVNEW_AvoidCollision does is
|
||
|
// it actually CHANGES the value of "direction" - it changes it to
|
||
|
// whatever dir you need to go in to avoid the obstacle...
|
||
|
//Com_Printf( "%d bestNode (clear) = %d, at %s\n", level.time, bestNode, vtos( origin ) );
|
||
|
foundClearPath = NAVNEW_AvoidCollision( self, self->NPC->goalEntity, tempInfo, setBlockedInfo, 5 );
|
||
|
//foundClearPath = NAV_CheckAvoidCollision( self, origin, tempDir, 0, setBlockedInfo, self->NPC->goalEntity->s.number );
|
||
|
|
||
|
if ( foundClearPath )
|
||
|
{
|
||
|
//If we got set to blocked, clear it
|
||
|
NPC_ClearBlocked( self );//NAV_ClearBlockedInfo( self );
|
||
|
//Take the dir
|
||
|
memcpy( &info, &tempInfo, sizeof( info ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( setBlockedInfo )
|
||
|
{
|
||
|
self->NPC->aiFlags |= NPCAI_BLOCKED;
|
||
|
navigator.GetNodePosition( bestNode, NPCInfo->blockedDest );
|
||
|
}
|
||
|
//Only set blocked info first time
|
||
|
setBlockedInfo = qfalse;
|
||
|
|
||
|
if ( inBestWP )
|
||
|
{//we're in our bestWP, so we headed toward our goal and still failed
|
||
|
//we should stop
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( d_altRoutes->integer )
|
||
|
{
|
||
|
if ( self->waypoint == bestNode )
|
||
|
{//couldn't get to our waypoint
|
||
|
//remember that this node is blocked
|
||
|
navigator.AddFailedNode( self, self->waypoint );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//Remember that this node is blocked
|
||
|
navigator.AddFailedEdge( self->s.number, self->waypoint, bestNode );
|
||
|
}
|
||
|
|
||
|
//Now we should get our waypoints again
|
||
|
//FIXME: cache the trace-data for subsequent calls as only the route info would have changed
|
||
|
if ( (bestNode = navigator.GetBestPathBetweenEnts( self, self->NPC->goalEntity, NF_CLEAR_PATH )) == NODE_NONE )//!NAVNEW_GetWaypoints( self, qfalse ) )
|
||
|
{//one of our waypoints is WAYPOINT_NONE now
|
||
|
goto failed;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
goto failed;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( ++numTries >= 10 )
|
||
|
{
|
||
|
goto failed;
|
||
|
}
|
||
|
}
|
||
|
//MCG - End
|
||
|
}
|
||
|
|
||
|
//finish:
|
||
|
//Draw any debug info, if requested
|
||
|
if ( NAVDEBUG_showEnemyPath )
|
||
|
{
|
||
|
vec3_t dest, start;
|
||
|
|
||
|
//Get the positions
|
||
|
navigator.GetNodePosition( self->NPC->goalEntity->waypoint, dest );
|
||
|
navigator.GetNodePosition( bestNode, start );
|
||
|
|
||
|
//Draw the route
|
||
|
CG_DrawNode( start, NODE_START );
|
||
|
CG_DrawNode( dest, NODE_GOAL );
|
||
|
navigator.ShowPath( self->waypoint, self->NPC->goalEntity->waypoint );
|
||
|
}
|
||
|
|
||
|
//FIXME: Is this really necessary?
|
||
|
|
||
|
//Calculate this for other functions
|
||
|
//MCG - Done above
|
||
|
/*
|
||
|
vec3_t origin;
|
||
|
|
||
|
navigator.GetNodePosition( bestNode, origin );
|
||
|
VectorSubtract( origin, self->currentOrigin, dir );
|
||
|
VectorNormalize( dir );
|
||
|
*/
|
||
|
|
||
|
self->NPC->shoveCount = 0;
|
||
|
|
||
|
//let me keep this waypoint for a while
|
||
|
if ( self->noWaypointTime < level.time )
|
||
|
{
|
||
|
self->noWaypointTime = level.time + Q_irand( 500, 1500 );
|
||
|
}
|
||
|
return bestNode;
|
||
|
|
||
|
failed:
|
||
|
//FIXME: What we should really do here is have a list of the goal's and our
|
||
|
// closest clearpath waypoints, ranked. If the first set fails, try the rest
|
||
|
// until there are no alternatives.
|
||
|
|
||
|
navigator.GetNodePosition( self->waypoint, origin );
|
||
|
|
||
|
//do this to avoid ping-ponging?
|
||
|
return WAYPOINT_NONE;
|
||
|
/*
|
||
|
//this was causing ping-ponging
|
||
|
if ( DistanceSquared( origin, self->currentOrigin ) < 16 )//woo, magic number
|
||
|
{//We're right up on our waypoint, so that won't help, return none
|
||
|
//Or maybe find the nextbest here?
|
||
|
return WAYPOINT_NONE;
|
||
|
}
|
||
|
else
|
||
|
{//Try going to our waypoint
|
||
|
bestNode = self->waypoint;
|
||
|
|
||
|
VectorSubtract( origin, self->currentOrigin, info.direction );
|
||
|
VectorNormalize( info.direction );
|
||
|
}
|
||
|
|
||
|
goto finish;
|
||
|
*/
|
||
|
}
|